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I love the idea of this game, but its like a combat game that replaces the logistics of supplying bullets and food with breeding. 3/5 It needs 1) A breeding area that you can defend separately 2) A way to define a breeding program 3) A way to command multiple fighting units. It is too tedious (and frantic) to tell each unit when to spawn and where too fight in real time. The breeding strategy gets completely lost.
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Well that difficulty escalated quickly. I mean Hard Controls + Later Levels (or better yet, Level 15) = Big Frustration.
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I just can't get over the fact that you sabotaged an otherwise enjoyable game with this control system when a simple "click target to make the selected buzz-bots move/attack" approach - as RTS games had been using for well over a DECADE before this was made - would've worked so much better. I can't count the number of times I misclicked and gave orders when trying to select buzz-bots or vice versa.
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Also I have a feeling that the units always spawn with their noses pointed upwards... Needs to be verified yet, but if so, you can use this to your advantage...
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I used coldman10's strategy to beat the game: As the first egg spawns, command it to take over the next hexagon. By doing so the hatched unit will conquer said hexagon soonest and you can yurn your attention to the other units conquering other squares. Basically you want to spawn as many units to conquer in all directions at once. Keep one unit safe. When conquering begins to stagnate amass your forces on the bottom most boss (long ranged one). Taking him out leaves more of your units alive. Keep advancing and take out the flying boss (lowest armor). Keep advancing and amass your units on the armored boss. I found it easier to move units *onto* the bosses and spawn right there to take these mofos out fast. Keep alive! =)
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finally beat it. The main issue this game has (besides how difficult it is to select and move units around) is over evolution. Basically your bots evolve too much when they are on one of the special tiles and become useless. For example with the piercer level your units become these long range high powered units that can't turn fast enough to stop the enemy from taking every thing over and producing an army. Also on the boss levels you need to produce units as quickly as possible and you can't really tell who you are clicking so you end up reproducing your worst units.
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this game would be a lot easier if you could tell your units to target either enemies or spaces. On the piercer level I can't win because my bugs keep trying to blast the spaces and not the enemies shooting at them.
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Nice how with kompanions they tell us the whole week's badge of the days ahead of time... I have nearly a week to go through 4 stages.
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I really liked the game at first, but the later levels had me constantly pissed off. The reason isn't because the levels were hard, but because my units are idiots. I command them to attack an enemy and the stop half way thru and attack a space. An enemy is shooting them? ignore it and hope it goes away. It gets plain frustrating especially in the last level when the enemies have godly regeneration. 3/5 interesting concept, but not that well executed.
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I think, with some work, this game could be something brilliant. One thing that should be added is an upgrade shop. In the shop, you buy things to raise max. Like maybe at the start, you can only specialise in anything a little, but when you upgrade the cap in, say, flying, you can now specialise in flying a little more than anything else, and you can buy multiple of each cap upgrader.
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It's really nice and deserves my 5/5 but it could be better. But it's too hard to crossbreed and too fast to focus on evolution. But overall I liked it. =D
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The last level was intense but not intense enough for me xD i did everything in the first try..i guess i am pretty good at strategy games.
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the evolution that gives range breaks the AI of my bugs why is that? Why do they only keep backing away and nvr attack and always get slaughtered?
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Not a bad game. the only part i had trouble was able to move the units to the right place. It was a hassle but is a decent game.
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In level 14, what you have to do is use advantage of the slow, canon- like bees. First start off by quickly earning the hives on your side. Go on to the top / bottom, splitting up sides. The red will also do this- they will make cannon like bees and place them in the middle, while the quicker bees come and get you from whichever side. Whichever side this is- go rush and kill them all. Remain some to of yours keep on dominating hives, while out of reach of the canon bees. After killing off the red's quick bees, put about 4 on the side, and use them to distract the cannons. The remaining bees will 1) keep on conquering the hive (3 at most) and 2) the other will be cannon bees, which will shoot at the red's group of canon bees that seem impossible to beat. So leave your canon bees at one side and at the other have the 3 bees just going back and fourth, damaging the red's bees once in a while, distracting them. Meanwhile, keep on reproducing.
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A fun strategy game, ulike most mass unit type games like this you have some time to think unlike most. However as some others have said why te heat is on you cannot control your evolution maybe some hotkeys for certain stuff would be better. 4/5
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How did this get badges? It's a nice idea, bit poorly implemented. The controls are hideous. I was only playing for the badges, but I really can't be bothered.
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awful controls, have to click and drag to select units and click and drag to move units/focus on one enemy, so when I click to move units I end up selecting units
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for me, i don't really pay much attention to the type of unit i breed. Instead i just spam out units and that plan usually lets me wins
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i love this game i give it 5\5 if there were other traits in the game thats been mentioned i would give it 9/5 if my mouse was working right it would get 12/9
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I think what could make this game better is like a post evolution type menu where you can upgrade the bugs to make a special type more stronger
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The idea of controlling mutations through selective reproduction doesn't really work except for duplicating certain functionality already brought about by using a mutation hex. At the same time, in a fight, if you click randomly, it seems natural selection occurs because I almost always end up with all damage types since they have more range and are able to kill their opponents easier.
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Wow, there's nothing quite like a strategy game with terrible ai/controls to frustrate you. "Durr, you want us to attack them? By 'attack them', you mean fly up onto the useless mutation square they're sitting on so we ourselves become useless and stare at them, right?". The thing is one's ability to control their units ends up so ridiculously clunky in many strategy type games, which makes me wonder; wouldn't that kind of be one of the more important things in a strategy game? That you can actually control your units? It's difficult to stategize when you're never sure if your units will actually do what you say or not...